I am Working with Swing in java and I'm making a little tool to compare 2 Files.
The Comparing works, the differences are marked in Red.
So I tough that I could make a kind of Bar next to the ScrollBar to show where I have to Scroll to find de differences in my text. Something like in Eclipse to show where are Errors, Warnings and TODOs
Another possibility coulb be to put the marks into the ScrollBar.
Is that Possible and if Yes, how can I code this? Thank you for your help
Place your scroll pane in a JPanel with BorderLayout. Add one more JPanel's extension to show all the marks and place it to the east (or west). Place the marks on the panel and add a MouseListener to process clicks and scroll to desired positions.
Or you can use custom row/column header. Like this
http://docs.oracle.com/javase/tutorial/uiswing/components/scrollpane.html
Related
I have a JPrame and it it set to borderLayout. Then i created another JPnael which uses BoxLayout. Now i have added labels(which contain text) and textFields to the JPanel. I have also setLayout of JPanel to WEST. Now i dont know why, but I have two problems with what is being displayed.
1) The labels are all indented 4-5 tab spaces, this is so random I dont even know why it is tabbed. All the labels in this panel are like this. Please note that this only happens if I add more stuff to the JPanel. If I only have 1 label in the JPanel it is correctly alligned to the west corner of the screen. Does anyone know why they get indented when i add more elements to the JPanel?
2)The Textfields size are huge, as in they take up many lines. I have set the size of the text fields only to 20. Yet they take up like 5 lines. Why is it not just a single line?
Im sorry guys, I have been trying to fix this for the past 2 hours and dont know what is causing this issue. I would post code, but this is an assignment and I dont feel comfortable posting it on to the internet. I hope you understand.
Just to make things clear, I have a JPanel for example called "aPanel" which is set to BorderLayout then I have another JPanel called 'subPanel' which uses boxlayout and set the layout of that to be west. After this I add stuff to this 'subPanel' expecting the elements to stack over eacher other towards the left border of the JFrame.
1) Read the section from the Swing tutorial on Fixing Alignment Problems. When you add different components to the panel they may have different "X alignment" so you get a different layout than you expect.
2) The box layout will expand to fill the available space. So you need to override the getMaximumSize() method of you text fields to return the preferred height of the text field and the maxiumum width of the text field.
Edit:
Just read the last part where you mention a FlowLayout. If this is what you are using then read the FlowLayout API. It has a parameter that controls left/center/right alignment of components added to the panel.
I have jLabel with an icon wanna put in right top corner , in Netbeans design view I place it to a desired position , After running program it is stay there fine ! But when I maximize the window it doesn't horizontally move to the corner and keep its position. It becomes like in the middle.
Thanks
Don't use a design tool to create the GUI. Its sounds like Netbeans is using a absolute layout which is not what your want.
Use a proper layout manager. Maybe a FlowLayout that is right aligned.
Read the section from the Swing tutorial on How to Use Flow Layout for more information and working examples.
For a project I have an almost working code, but I do not have the GUI. I want to make a screen that consists of clickable labels and has the following design:
I was thinking about first making the middle GridBagLayout with with a dimension of 6 by 2. Then 'wrapping' that up and adding the two buttons to the side, and then 'wrapping' that and adding the two buttons below.
I am inexperienced with Swing, and I have no idea how to start. I hope someone can give me some hints in the right direction.
Several approaches to a very similar layout using GridBagLayout and/or nesting are shown here. Consider using JButton for each clickable area, rather than JLabel. If you go with a nested layout,
Use BorderLayout for the enclosing panel.
Add buttons to EAST and WEST for the leftmost and rightmost areas.
Add a GridLayout(1, 2) of buttons to SOUTH for the bottom row.
Add a GridLayout(2, 6) of buttons to CENTER for the central twelve areas.
Addendum: A critical issue will be what you want the resize behavior to be.
as said in the comments above you could (should ?) use the WYSIWYG Window Builder plugin available for Eclipse; it's simple to use.
However, that doesn't answer your question, so to do so, here is how I would structure the UI if I were to make one like that :
http://www.hostingpics.net/viewer.php?id=902716gZHkK26.jpg
I basically use BoxLayout because that's the one I'm most familiar with. Every Rectangle is a JPanel. I think the image is pretty self eplanatory.
Using Eclipse Juno for Java & WindowBuilder
I have three panels of the same size that lay on top of each other - they have different widgets. During coding, they all display and clutter up what I'm doing.
I can show and hide them in runtime as needed but, I want to display only the one I'm working on while doing drag and drop of widgets. I've tried using different panels and pane types (tabbed, layered...) and selecting opaque but, nothing hides them.
How do I hide the other (panes, panels...etc) during coding?
I have the same issue. Among other reasons, my solution was to create separate classes per view. So my frame would be its own class, it would maybe have a TabbedPanel (or whatever it's called), and then I would have a new class for each tab on that tabbed panel. Each class would extend JPanel so I could plop it right in there. That way not only is your gui design not cluttered up, but your code logic is separated into separate files, where it might belong anyway.
[SOLVED] Answering my own question.
It may not be perfect or the best/correct way, but it works!
WindowBuilder wants to Surround other panels/widgets that are within it's bounds so, you have to trick it by using opaque, Order>forward/backward then setting the desired bounds (all panel sizes and bounds can be equal and will overlay nicely both during widget drag&drop and runtime).
Here's how to do it with a 3-Panel example (NOTE: WindowBuilder is buggy/in-consistent and often I needed to select the items from the gui, not in the Components tree).
Create your first panel. Add your widgets and border to it.
Create your second panel (the one you want to overlay on top of the first one). This second panel MUST not be completely inside the first panel - it MUST extend beyond the edges of the first panel (parts of it can be inside the first panel). This takes a bit of trial because of the 'surround', mentioned above. Use the shift-key to stop the snapping.
Select the top panel in the gui, NOT from the Components tree, and toggle the Opaque property. The top panel (first or second) in the tree is the one you set to opaque and work on.
Add another panel and repeat the process.
Once you get your widgets/etc as you want them, use the property Bounds to set them all the same or as desired. After that, as long as you don't move a panel by dragging it, it will remain un-surrounded by the other panels. If you move by dragging, it may get set to surround...
I've done this a dozen times now and it works consistently.
Below is a shot of 3 panels overlayed, un-surrounded and not opaque, thus showing widget clutter
Below is a shot after the bounds are set (and not surounded). Opaque and order not yet set:
Below is a shot with bounds set and panel 3 moved forward and opaque set:
Below is a shot with bounds set and panel 2 moved forward and opaque set:
... etc, etc... Now you can work on a panel that's ordered to the front and, naturally, use the setVisible in your code...
Been developing a game for a while, and currently re working the GUI, or at least trying to. Had the massive problem of not being able to resize the frame (without issues), as I didn't understand layout managers very well. A few projects later, and time to come back and do some more on the game, and I hit a problem...
The basic layout of the main frame is, mainPane, containing one gameScrollPane and one controlPanel. The scroll pane is a scroll pane, and the control panel a normal panel. The scroll pane contains the main game panel.
As I wanted the scroll pane to take up most of the screen, with the control panel taking up a small lower area, much the same as many Sim like games, so chose the Border layout for the mainPane. I added the scroll pane and set the constraints CENTER and the control panel added and constriants SOUTH. This didn't show the scroll pane, so I played around trying different constraints, and it seems that only when I set the scroll pane constraint to North, does it display at all.
To demonstrate this, I have created a quick video...
http://screenjel.ly/q5RjczwZjH8
As you can see, when I change the value of NORTH to CENTER and re run, it's like its not there!
Bonus points for anyone who can see a clear second problem which I may start another question for after this issue is solved!
I thank you for your time to read this.
Thanks in advance for any ideas or thoughts :)
Rel
If you'd posted some code to start with then you might have gotten a really quick answer. Luckily, you posted a link in the comments to the other response.
The setContentPane() stuff is weird, especially after doing some things to it that will then get wiped out. However, that's not your problem.
The issue is that you are adding levelMaker and personMover right to mainPane without any constraints. These will then be blowing away anything you set for CENTER... in this case the previously set gameScrollPane.
That's why you see it for NORTH and not for CENTER.
I can't get the video to show. It's been buffering for ages.
My guess would be that the scrollpane is in fact filling the center; it's just your game panel that's not being shown.
Your game panel needs to return reasonable values for getPreferredSize().
Update
Another thing you may want to do is have your game panel implement the Scrollable interface. You can then override getScrollableTracksViewportWidth and ...height to return true so your panel will be forced to the scrollpane's dimensions.